Fire Drakes
Smaug Smaug is the last of the Great Fire Drakes, the mighty Uruloki descended from Glaurung the Golden. Of his origins little is known, and the first recorded history of his existence seems to be in the Year TA 2770, where he descended upon the Dwarf Kingdom of Erebor and the township of Dale. Both were reduced to naught but ash, the greed of Smaug fueling his wrath as he searched for the famed Dwarven treasures of the Lonely Mountain. He hoarded all the wealth of the Dwarves and Men of Dale and made a bed for himself deep within the Great Hall of Thrain. Now he resides there unmolested, the Lonely Mountain ever so more ominous with his presence radiating from within its bowels. None dare to approach within a hundred leagues of that place. Although profoundly arrogant, as all of the Uruloki, Smaug described his capabilities without exaggeration: "My armour is like tenfold shields, my teeth are swords, my claws spears, the shock of my tail a thunderbolt, my wings a hurricane, and my breath death!"
Habitat: Custom Battles Only?
Uruloki (Great Fire Drake)- Gone are the greatest of the Brood of Glaurung, the Dragon of Erebor lies slain and his carcass rots on the banks of the Celduin. Now what remains is a shadow of their former glory, condemned to await their extinction in a world that has sentenced them to live only in legends of ages past. Or so the peoples of Middle Earth thought… Now, in the last great struggle to be waged between the forces of light and darkness, those of the blood of Ancalagon emerge from their long exile to consume all Middle Earth in fire and ash. They lead the remnants of their kin into another Dagor Bragollach, a final flight that will either see to their utter destruction or salvation. Only the mightiest heroes of Middle Earth can hope to challenge their awesome power.
Habitat: Possibly a late-game challenge that could spring-up among each variety of Dragon. Either this or it could be restricted to custom battles. I’m not entirely sure they would fit within the realms of the lore. Will require further discussion. Guardian(tbd).
Fire Drake- Spirits of flame incarnate, these are the most deadly of all the Brood of Gluarung. Though lesser than the Uruloki, the greatest of their kin, these drakes are still among the most feared creatures of Middle Earth. Within their gullet lies the great inferno which drives them to consume all within sight, a dreaded hell-fire that reduces all to ash. As infants they are fragile, their fire not fully matured and their armor penetrable by the craft of man. As they mature, their scales grow stronger, fanning out to create an almost infallible armor. At the apex of their evolution their scales expand to reveal monstrous wings which herald gale storms, their scales turn a blood red and their fires become insatiable. To the fortune of the Free Peoples of Middle Earth, the Fire Drakes’ numbers have been dwindling with the dawn of The Third Age. The last great nests of the Withered Heath remain however, and while they still stand the flames of the Fire Drakes shall continue to burn. Should these fires continue to blaze unhindered there is no telling what newfound terrors shall descend upon Middle Earth…
Habitat: Withered Heath; Raids Dwarves, OOTMM, Dale, Silvan Elves. Young(no wings)/Adult(wings).
Gloraz Faulekulir Wisest and eldest of the fire drakes, these Dragons may be the last of their kind to be worthy of the legends of ages past. They dwell in the last great Dragon nests of the Withered Heath, the leaders of their kin and fathers to all who dwell there. Their scales are akin to mithril; in both their brilliance and dexterity. Their mane is of the purest white, flowing from their neck into the dwarf-like beard which envelops their countenance. Their head is crowned with two great horns emblazoned with a magnificent ring for each millennia they have spent on Middle Earth. Most telling of all, however, is their eyes, which are of a blue so piercing only an Istari could hope to meet them. They are living relics of the past, the last of the Higher Dragons left to keep their race from falling into extinction. Should any threaten the dwindling descendants of Glaurung the Golden these titans shall be there, carrying out a sentence of fire and ash to all who should seek the destruction of the last of their kin.
Habitat: Withered Heath; Raids Factions that destroy Fire Drakes (mid-to-late game). Patriarch
Cold Drakes
Cold Drake- 150 years after the Kingdom under the Mountain was first established Thorin; son of Thrain; took note that many of his kin were migrating to the Grey Mountains. He chose to lead the Dwarves of Erebor in a great exodus there, and established the Seat of Kings at Dain’s Halls. For 300 years the Dwarves prospered in Ered Mithrin until the year TA 2590, when great Cold Drakes came hurtling down into the Grey Mountains out of the Forodwaith and overran the Seat of Kings, slaying King Dain I in the process. While they were lesser than the fire Drakes in that they lacked their dreaded inferno, they possessed all their other attributes-including flight. The Dwarves realized their inevitable destruction and followed Dain’s son Thrain back to the Lonely Mountain. Only a handful of Dwarves sworn to avenge their fallen King and protect what they could of the former Dwarven Realm remained behind, these becoming the Dragon Slayers of Ered Luin. Now the Drakes’ nests dot the entire range of the Grey Mountains and orcs have come to populate its main passes, who find themselves in a worse position than the Dwarves before them. Each of the three races to now populate the Grey Mountains finds themselves at war on two fronts, and only one can claim the Ered Luin as their sole dominion. Having already been driven from their homes in the great wastes to the north, the Cold Drakes have no intention of relinquishing the Grey Mountains to the very prey they hunt daily.
Habitat: Grey Mountains; Raids armies in Grey Mountains/Dain’s Halls/Gundabad. Young, Adult, Patriarch/Matriarch
Burz-shark-Ash Long have the men of Rhun been plagued by internal strife and civil war, even during the reigns of the most powerful of the Loke-Khan. During the greatest of these conflicts the vast plains of Rhun are stained red with the blood of its warriors, many of its rivers running crimson in their aftermath. It is in these periods of bloodshed that the Burz-ash are roused from their otherwise ceaseless hibernation, awakened by the scent of blood which weighs heavy on the air. It is an aroma all too well-loved by these scavengers of the East, and they will stop at nothing to find its origin for they are well-organized, swift and ruthless in their search for sustenance. The Burz-ash, which travel in great numbers and devour every vessel of the liquid life they crave so fiercely within hours-whether they be dead or alive. They move from slaughter to slaughter, ignoring everything save for the stench of blood burning in their nostrils. While unlike their northern kin in that the nature of their existence has greatly reduced their original bulk, they possess more refined attributes suited to their environment. These are their jagged, slick scales which deflect any weapon directed towards them, their great maws packed with saw-like teeth made to grind and rend bone, and; most terrifying of all; their seemingly endless numbers. Only the Dragon Regiments of the Loke-Khan himself are able to engage the Burz-shark-Ash in combat with any hope of driving them back, and if they manage to do so the people of Rhun will be safe from the bloodlust of their greatest enemy… for a time.
Habitat: Rhun; Raids Rhun armies/regions. Young, Adult
Long Worms (Serpent-like Cold Drakes)
Worms of Ered Luin (front claws only, replaces blue Drake, wings?) At the end the first age much of Beleriand had been laid to waste by the forces of Morgoth, and even the Dwarven cities of Belegost and Nogrod were lost to the rising seas. The Dwarves of the Blue Mountains were forced to flee east, finding refuge in the great city of the Longbeards, Kazad-Dum. In their absence the Blue Mountains became wild, a desolate collection of crags populated only by creatures that could withstand the cold, harsh environment. A small number of dragons that escaped the destruction of Angband fled to the deserted passes of the Ered Luin. The Longworms who now make their nests there are the descendants of those dragons. Great serpentine tyrants covered in magnificent blue scales, they possess dreadful maws of horrible ivory fangs and snatches of wicked talons on the end of each limb that rival those of the eagles. Not long ago the Dwarves under Thrain II returned to the Blue Mountains, unwittingly living in the shadow of their mortal enemies. Fortunately, the Dwarves were small in number and dwelt at the base of the mountains, leaving them unnoticed by the Longworms. Now, however, the fire in the hearts of the Folk of Durin; long damp and bereft of hope; has been rekindled with the restoration of the King under the Mountain. The Blue Mountain Clans of the Dwarves now expand feverishly with the hope of restoring the great Dwarven Realms that stood there in ages past. It is only a matter of time before the echoes of their hammers reach the peaks of the Ered Luin…
Habitat: See description; Raid Dwarves (Blue Mountain settlements). Adult, Patriarch/Matriarch
Nur-uzuan-Drakhr (gem shadow demon; replaces gold, silver, iron drake) It’s name the Dwarves dare not utter, its existence a curse that follows them no matter where they may settle or how vigilantly they guard themselves. The Lake-Men; friends and confidants of the Dwarves; tell that they dwell deep within the bowels of the Mountains of Middle Earth, their nests only accessible by the craft of the Folk of Durin. They live in complete darkness surrounded by the richest deposits of the precious metal ores they subsist on. Consequently, these are the very same materials the Dwarves mine for, and no matter how cautiously they construct their tunnels the Dwarves inevitably stumble upon these great veins and the terrors who reside in them. The last account the Dwarves gave of these creatures spanned nearly a full waning of the moon and was burned into the memories of those who dared listen. Of what the Dwarves said that night they now never speak of save among themselves, and the men who were privy to their company only dare to voice the following: These creatures are Demons of Gem and Shadow, left blind in their centuries of darkness but gifted with heightened senses above any other creature of Middle Earth. A great, black cloud trails them wherever they walk- its reek so foul it kills all in its wake. Anyone who should meet its gaze will have the light struck from their eyes just as theirs was so many ages ago. Of those brave enough to challenge it in combat almost all succumb to an instant death from their horrific spear-headed tails, believed to contain poisons deadlier than those of a Morgul Blade. Many Dwarves’ last words have been an attempt to warn their brothers of their impending doom, but all they are can ever manage to utter is one last feeble cry for help: Drakhr.
Habitat: Mountainous regions east of Imladris/North of Mordor. Spawn probability, while at its base value is exceedingly low, should be based upon precious metals within the region ranked as follows: 1. Mithril; 2.Silver; 3.Gold; 4.Iron. The only exceptions are the Iron Hills; which have an above-average spawn probability; and the Grey Mountains, which have a below-average spawn probability. Another possible factor could be whether mines are constructed, having 0 mines = 0 spawn probability and having it increase with each upgrade. Capable of spawning in hilly Rhun regions w/gold as well. Raids settlements of regions spawned in. Adult, Patriarch/Matriarch (TBD)
Sand Worms To the Men of the West, there is no monster of the Far East to be feared more than the mighty Mumakil. To the Men of Harad, there is a creature far more terrifying, a great hunter that rules the desert and preys upon the very same Mumakil feared by the west. The origin of this fear can be traced back to the first Mumaks to be tamed by the Haradrim, these being infants or adults who strayed from the rest of their herd and were subdued by the Muthad. Over time more and more of these herd-less Mumaks came under the control of the Haradrim, becoming great assets to the people of the desert as both beasts of burden and tools of war. Eventually the Ruler of the Haradrim expressed an interest in possessing complete control over entire herds of Mumakil, and to this end he sought warlords of the Muthad Tribesmen to track a great Mumak herd and uncover the mystery behind those who went astray. A party consisting of 50 of the greatest warriors of the Muthad Tribes mounted on two Mumakil; considered by the Haradrim to be the fiercest warriors of the desert; was completely wiped out. Now contact with the Tribes of the Muthad is all but lost save for those few runners who manage to reach the Royal Palace with enough life left in them to deliver their message. What they manage to describe is always the same: A great devil that takes the form of a snake, possessing bulbous yellow spheres for eyes and rows of horrible fangs that cannot be counted save for the moment it devours their observer. Its long, thick hide is covered in scales that mirror the sands of the desert, changing hues with the sun’s position in order to camouflage itself almost perfectly. It is not completely undetectable, however, due to the most terrifying aspect of its nature. It can travel below the surface of the sand as the great serpents of the sea do in water, and like their cousins that populate the oceans they boast great sail-like fins that protrude from under the desert’s surface and serve as an omen of death. They are the bane of the desert dwellers; a fear held in such fervor that the ruler of the Harad Waste adopted the title “Grand Serpent” in order to cement his supremacy. These are the true Great Serpents of the south, however, and the scent of the Haradrim is locked in their memory…
Habitat: Deserts of Harad; blocks trade routes. Raids: Haradrim settlements, Haradrim armies (can ambush). Young, Adult, Patriarch/Matriarch